1 / 13

FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies

Oct ‘11 – Oct ‘14. “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way”. FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies. Partners. FBK - Italy

ross
Télécharger la présentation

FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Oct ‘11 – Oct ‘14 “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way” FP7-ICT-2011-1.5 Networked Media and Search Systems End-to-end Immersive and Interactive Media Technologies

  2. Partners FBK - Italy Fraunhofer HHI - Germany ST-Microelectronics – Italy Metaio - Germany ST-Microelectronics and ST-Ericsson – France e-Diam Sistemas - Spain Sony Mobile - Sweden INRIA - France

  3. Coverage Market End Users Lab Prototypes Mobile Prototypes Products Pre-product Applied Research Pure Research

  4. Challenges • AR focused platform development • Visual registration chain user-device-world • World modelling using consumer-level mobile devices • Mobile contextual understanding • Context sensitive content delivery • User interactions with AR

  5. AR Platform Evolution • Multi-core CPU & GPU • Hi-res single or dual cameras, plus large set of sensors • Smart power management policies • Address AR requirements in development of platform SW framework and services (e.g. sensor fusion, video pipe optimized for AR use) • Optimize the whole processing chain, taking server side resources (i.e. The cloud) when possible

  6. Registration chain • Match visual features with nearby photos to identify ‘tagged’ landmarks • Match visual features to synthetic models of the World • Locate text/logos/signs in the environment then check against local geo-objects/events • Use on-board sensors to guide image / audio processing algorithms • Estimate user (body, face, hands) position with respect to the device

  7. World modelling • Photogrammetric 3D reconstruction using mono/ stereo cameras (including historical imagery) • Structure from motion for modelling dynamic objects in the scene • Planar surface identification for ad-hoc interactive surfaces

  8. Mobile context understanding • User motion/activity analysis using on-board sensors • Fusion of cues from: • modelling and registration • geo-objects • geo-social activity

  9. Context sensitive AR delivery • Inject AR data in a natural manner according to: • The environment • Occlusions • Lighting and shadows • User activity • Exploit user and environment ‘context’ to select best delivery modality (text, graphics, audio, haptic, etc.), i.e. scalable/simplify-able audio-visual content

  10. User Interactions • Explore evolving means of AR delivery and interaction • In-air interfaces for sensing gestures (motion of device, hands, face, etc..) • 3D audio • Micro-projection for multi-user, social-AR • AR visors/glasses

  11. Prototypes • A consolidated prototype at the end of each yearto be evaluated through Use Cases • 3 Use Cases • Tourism • Gaming • Personal assistant

  12. “creating a pervasive Augmented Reality paradigm, where information is presented in a ‘user’ rather than a ‘device’ centric way”

More Related